warp.render

The warp.render module provides a set of renderers that can be used for visualizing scenes involving shapes of various types.

Built on top of these stand-alone renderers, the warp.sim.render module provides renderers that can be used to visualize scenes directly from warp.sim.ModelBuilder objects and update them from warp.sim.State objects.

Standalone Renderers

The OpenGLRenderer provides an interactive renderer to play back animations in real time, the UsdRenderer provides a renderer that exports the scene to a USD file that can be rendered in a renderer of your choice.

class warp.render.UsdRenderer(stage, up_axis='Y', fps=60, scaling=1.0)[source]

A USD renderer

__init__(stage, up_axis='Y', fps=60, scaling=1.0)[source]

Construct a UsdRenderer object

Parameters:
  • model – A simulation model

  • stage (str/Usd.Stage) – A USD stage (either in memory or on disk)

  • up_axis (str) – The upfacing axis of the stage

  • fps – The number of frames per second to use in the USD file

  • scaling – Scaling factor to use for the entities in the scene

begin_frame(time)[source]
end_frame()[source]
register_body(body_name)[source]
add_shape_instance(name, shape, body, pos, rot, scale=(1.0, 1.0, 1.0), color=(1.0, 1.0, 1.0), custom_index=-1, visible=True)[source]
Parameters:
render_plane(name, pos, rot, width, length, color=None, parent_body=None, is_template=False)[source]

Render a plane with the given dimensions.

Parameters:
  • name (str) – Name of the plane

  • pos (tuple) – Position of the plane

  • rot (tuple) – Rotation of the plane

  • width (float) – Width of the plane

  • length (float) – Length of the plane

  • color (tuple | None) – Color of the plane

  • parent_body (str | None) – Name of the parent body

  • is_template (bool) – Whether the plane is a template

render_ground(size=100.0, plane=None)[source]
Parameters:

size (float)

render_sphere(name, pos, rot, radius, parent_body=None, is_template=False, color=None)[source]

Debug helper to add a sphere for visualization

Parameters:
  • pos (tuple) – The position of the sphere

  • radius (float) – The radius of the sphere

  • name (str) – A name for the USD prim on the stage

  • color (tuple | None) – The color of the sphere

  • rot (tuple)

  • parent_body (str | None)

  • is_template (bool)

render_capsule(name, pos, rot, radius, half_height, parent_body=None, is_template=False, color=None)[source]

Debug helper to add a capsule for visualization

Parameters:
  • pos (tuple) – The position of the capsule

  • radius (float) – The radius of the capsule

  • half_height (float) – The half height of the capsule

  • name (str) – A name for the USD prim on the stage

  • color (tuple | None) – The color of the capsule

  • rot (tuple)

  • parent_body (str | None)

  • is_template (bool)

render_cylinder(name, pos, rot, radius, half_height, parent_body=None, is_template=False, color=None)[source]

Debug helper to add a cylinder for visualization

Parameters:
  • pos (tuple) – The position of the cylinder

  • radius (float) – The radius of the cylinder

  • half_height (float) – The half height of the cylinder

  • name (str) – A name for the USD prim on the stage

  • color (tuple | None) – The color of the cylinder

  • rot (tuple)

  • parent_body (str | None)

  • is_template (bool)

render_cone(name, pos, rot, radius, half_height, parent_body=None, is_template=False, color=None)[source]

Debug helper to add a cone for visualization

Parameters:
  • pos (tuple) – The position of the cone

  • radius (float) – The radius of the cone

  • half_height (float) – The half height of the cone

  • name (str) – A name for the USD prim on the stage

  • color (tuple | None) – The color of the cone

  • rot (tuple)

  • parent_body (str | None)

  • is_template (bool)

render_box(name, pos, rot, extents, parent_body=None, is_template=False, color=None)[source]

Debug helper to add a box for visualization

Parameters:
  • pos (tuple) – The position of the box

  • extents (tuple) – The radius of the box

  • name (str) – A name for the USD prim on the stage

  • color (tuple | None) – The color of the box

  • rot (tuple)

  • parent_body (str | None)

  • is_template (bool)

render_ref(name, path, pos, rot, scale, color=None)[source]
Parameters:
render_mesh(name, points, indices, colors=None, pos=(0.0, 0.0, 0.0), rot=(0.0, 0.0, 0.0, 1.0), scale=(1.0, 1.0, 1.0), update_topology=False, parent_body=None, is_template=False)[source]
Parameters:
  • name (str)

  • parent_body (str | None)

  • is_template (bool)

render_line_list(name, vertices, indices, color, radius)[source]

Debug helper to add a line list as a set of capsules

Parameters:
  • vertices – The vertices of the line-strip

  • color – The color of the line

  • time – The time to update at

render_line_strip(name, vertices, color, radius=0.01)[source]
Parameters:
render_points(name, points, radius, colors=None)[source]
Parameters:

name (str)

update_body_transforms(body_q)[source]
save()[source]
class warp.render.OpenGLRenderer(title='Warp', scaling=1.0, fps=60, up_axis='Y', screen_width=1024, screen_height=768, near_plane=1.0, far_plane=100.0, camera_fov=45.0, camera_pos=(0.0, 2.0, 10.0), camera_front=(0.0, 0.0, -1.0), camera_up=(0.0, 1.0, 0.0), background_color=(0.53, 0.8, 0.92), draw_grid=True, draw_sky=True, draw_axis=True, show_info=True, render_wireframe=False, render_depth=False, axis_scale=1.0, vsync=False, headless=None, enable_backface_culling=True, enable_mouse_interaction=True, enable_keyboard_interaction=True)[source]

OpenGLRenderer is a simple OpenGL renderer for rendering 3D shapes and meshes.

default_num_segments = 32
__init__(title='Warp', scaling=1.0, fps=60, up_axis='Y', screen_width=1024, screen_height=768, near_plane=1.0, far_plane=100.0, camera_fov=45.0, camera_pos=(0.0, 2.0, 10.0), camera_front=(0.0, 0.0, -1.0), camera_up=(0.0, 1.0, 0.0), background_color=(0.53, 0.8, 0.92), draw_grid=True, draw_sky=True, draw_axis=True, show_info=True, render_wireframe=False, render_depth=False, axis_scale=1.0, vsync=False, headless=None, enable_backface_culling=True, enable_mouse_interaction=True, enable_keyboard_interaction=True)[source]
Parameters:
  • title (str) – The window title.

  • scaling (float) – The scaling factor for the scene.

  • fps (int) – The target frames per second.

  • up_axis (str) – The up axis of the scene. Can be “X”, “Y”, or “Z”.

  • screen_width (int) – The width of the window.

  • screen_height (int) – The height of the window.

  • near_plane (float) – The near clipping plane.

  • far_plane (float) – The far clipping plane.

  • camera_fov (float) – The camera field of view in degrees.

  • camera_pos (tuple) – The initial camera position.

  • camera_front (tuple) – The initial camera front direction.

  • camera_up (tuple) – The initial camera up direction.

  • background_color (tuple) – The background color of the scene.

  • draw_grid (bool) – Whether to draw a grid indicating the ground plane.

  • draw_sky (bool) – Whether to draw a sky sphere.

  • draw_axis (bool) – Whether to draw the coordinate system axes.

  • show_info (bool) – Whether to overlay rendering information.

  • render_wireframe (bool) – Whether to render scene shapes as wireframes.

  • render_depth (bool) – Whether to show the depth buffer instead of the RGB image.

  • axis_scale (float) – The scale of the coordinate system axes being rendered (only if draw_axis is True).

  • vsync (bool) – Whether to enable vertical synchronization.

  • headless (bool) – Whether to run in headless mode (no window is created). If None, the value is determined by the Pyglet configuration defined in pyglet.options["headless"].

  • enable_backface_culling (bool) – Whether to enable backface culling.

  • enable_mouse_interaction (bool) – Whether to enable mouse interaction.

  • enable_keyboard_interaction (bool) – Whether to enable keyboard interaction.

Note

OpenGLRenderer requires Pyglet (version >= 2.0, known to work on 2.0.7) to be installed.

Headless rendering is supported via EGL on UNIX operating systems. To enable headless rendering, set the following pyglet options before importing warp.render:

import pyglet

pyglet.options["headless"] = True

import warp.render

# OpenGLRenderer is instantiated with headless=True by default
renderer = warp.render.OpenGLRenderer()
property paused[source]
property has_exit[source]
clear()[source]
close()[source]
property tiled_rendering[source]
setup_tiled_rendering(instances, rescale_window=False, tile_width=None, tile_height=None, tile_ncols=None, tile_nrows=None, tile_positions=None, tile_sizes=None, projection_matrices=None, view_matrices=None)[source]

Set up tiled rendering where the render buffer is split into multiple tiles that can visualize different shape instances of the scene with different view and projection matrices. See get_pixels() which allows to retrieve the pixels of for each tile. See update_tile() which allows to update the shape instances, projection matrix, view matrix, tile size, or tile position for a given tile.

Parameters:
  • instances (List[List[int]]) – A list of lists of shape instance ids. Each list of shape instance ids will be rendered into a separate tile.

  • rescale_window (bool) – If True, the window will be resized to fit the tiles.

  • tile_width (int | None) – The width of each tile in pixels (optional).

  • tile_height (int | None) – The height of each tile in pixels (optional).

  • tile_ncols (int | None) – The number of tiles rendered horizontally (optional). Will be considered if tile_width is set to compute the tile positions, unless tile_positions is defined.

  • tile_positions (List[Tuple[int]] | None) – A list of (x, y) tuples specifying the position of each tile in pixels. If None, the tiles will be arranged in a square grid, or, if tile_ncols and tile_nrows is set, in a grid with the specified number of columns and rows.

  • tile_sizes (List[Tuple[int]] | None) – A list of (width, height) tuples specifying the size of each tile in pixels. If None, the tiles will have the same size as specified by tile_width and tile_height.

  • projection_matrices (List[List[float] | List[List[float]] | ndarray] | None) – A list of projection matrices for each tile (each view matrix is either a flattened 16-dimensional array or a 4x4 matrix). If the entire array is None, or only a view instances, the projection matrices for all, or these instances, respectively, will be derived from the current render settings.

  • view_matrices (List[List[float] | List[List[float]] | ndarray] | None) – A list of view matrices for each tile (each view matrix is either a flattened 16-dimensional array or a 4x4 matrix). If the entire array is None, or only a view instances, the view matrices for all, or these instances, respectively, will be derived from the current camera settings and be updated when the camera is moved.

  • tile_nrows (int | None)

update_tile(tile_id, instances=None, projection_matrix=None, view_matrix=None, tile_size=None, tile_position=None)[source]

Update the shape instances, projection matrix, view matrix, tile size, or tile position for a given tile given its index.

Parameters:
  • tile_id – The index of the tile to update.

  • instances (List[int] | None) – A list of shape instance ids (optional).

  • projection_matrix (List[float] | List[List[float]] | ndarray | None) – A projection matrix (optional).

  • view_matrix (List[float] | List[List[float]] | ndarray | None) – A view matrix (optional).

  • tile_size (Tuple[int] | None) – A (width, height) tuple specifying the size of the tile in pixels (optional).

  • tile_position (Tuple[int] | None) – A (x, y) tuple specifying the position of the tile in pixels (optional).

static compute_projection_matrix(fov, aspect_ratio, near_plane, far_plane)[source]

Compute a projection matrix given the field of view, aspect ratio, near plane, and far plane.

Parameters:
  • fov (float) – The field of view in degrees.

  • aspect_ratio (float) – The aspect ratio (width / height).

  • near_plane (float) – The near plane.

  • far_plane (float) – The far plane.

Returns:

A projection matrix.

Return type:

List[float] | List[List[float]] | ndarray

update_projection_matrix()[source]
property camera_pos[source]
property camera_front[source]
property camera_up[source]
compute_view_matrix(cam_pos, cam_front, cam_up)[source]
update_view_matrix(cam_pos=None, cam_front=None, cam_up=None, stiffness=1.0)[source]
static compute_model_matrix(camera_axis, scaling)[source]
Parameters:
update_model_matrix(model_matrix=None)[source]
Parameters:

model_matrix (List[float] | List[List[float]] | ndarray | None)

property num_tiles[source]
property tile_width[source]
property tile_height[source]
property num_shapes[source]
property num_instances[source]
property scaling[source]
begin_frame(t=None)[source]
Parameters:

t (float | None)

end_frame()[source]
update()[source]
register_input_processor(callback)[source]
register_key_press_callback(callback)[source]
register_shape(geo_hash, vertices, indices, color1=None, color2=None)[source]
add_shape_instance(name, shape, body, pos, rot, scale=(1.0, 1.0, 1.0), color1=None, color2=None, custom_index=-1, visible=True)[source]
Parameters:
update_instance_colors()[source]
allocate_shape_instances()[source]
update_shape_instance(name, pos=None, rot=None, color1=None, color2=None, visible=None)[source]

Update the instance transform of the shape

Parameters:
  • name – The name of the shape

  • pos – The position of the shape

  • rot – The rotation of the shape

  • color1 – The first color of the checker pattern

  • color2 – The second color of the checker pattern

  • visible – Whether the shape is visible

update_shape_instances()[source]
update_body_transforms(body_tf)[source]
Parameters:

body_tf (array)

register_body(name)[source]
is_running()[source]
save()[source]
get_pixels(target_image, split_up_tiles=True, mode='rgb', use_uint8=False)[source]

Read the pixels from the frame buffer (RGB or depth are supported) into the given array.

If split_up_tiles is False, array must be of shape (screen_height, screen_width, 3) for RGB mode or (screen_height, screen_width, 1) for depth mode. If split_up_tiles is True, the pixels will be split up into tiles (see tile_width and tile_height for dimensions): array must be of shape (num_tiles, tile_height, tile_width, 3) for RGB mode or (num_tiles, tile_height, tile_width, 1) for depth mode.

Parameters:
  • target_image (array) – The array to read the pixels into. Must have float32 as dtype and be on a CUDA device.

  • split_up_tiles (bool) – Whether to split up the viewport into tiles, see setup_tiled_rendering().

  • mode (str) – can be either “rgb” or “depth”

  • use_uint8 (bool) – Whether to use uint8 as dtype in RGB mode for the target_image array and return values in the range [0, 255]. Otherwise, float32 is assumed as dtype with values in the range [0, 1].

Returns:

Whether the pixels were successfully read.

Return type:

bool

render_plane(name, pos, rot, width, length, color=(1.0, 1.0, 1.0), color2=None, parent_body=None, is_template=False, u_scaling=1.0, v_scaling=1.0)[source]

Add a plane for visualization

Parameters:
  • name (str) – The name of the plane

  • pos (tuple) – The position of the plane

  • rot (tuple) – The rotation of the plane

  • width (float) – The width of the plane

  • length (float) – The length of the plane

  • color (tuple) – The color of the plane

  • texture – The texture of the plane (optional)

  • parent_body (str | None)

  • is_template (bool)

render_ground(size=1000.0, plane=None)[source]

Add a ground plane for visualization

Parameters:

size (float) – The size of the ground plane

render_sphere(name, pos, rot, radius, parent_body=None, is_template=False, color=None)[source]

Add a sphere for visualization

Parameters:
  • pos (tuple) – The position of the sphere

  • radius (float) – The radius of the sphere

  • name (str) – A name for the USD prim on the stage

  • color – The color of the sphere

  • rot (tuple)

  • parent_body (str | None)

  • is_template (bool)

render_capsule(name, pos, rot, radius, half_height, parent_body=None, is_template=False, up_axis=1, color=None)[source]

Add a capsule for visualization

Parameters:
  • pos (tuple) – The position of the capsule

  • radius (float) – The radius of the capsule

  • half_height (float) – The half height of the capsule

  • name (str) – A name for the USD prim on the stage

  • up_axis (int) – The axis of the capsule that points up (0: x, 1: y, 2: z)

  • color (tuple | None) – The color of the capsule

  • rot (tuple)

  • parent_body (str | None)

  • is_template (bool)

render_cylinder(name, pos, rot, radius, half_height, parent_body=None, is_template=False, up_axis=1, color=None)[source]

Add a cylinder for visualization

Parameters:
  • pos (tuple) – The position of the cylinder

  • radius (float) – The radius of the cylinder

  • half_height (float) – The half height of the cylinder

  • name (str) – A name for the USD prim on the stage

  • up_axis (int) – The axis of the cylinder that points up (0: x, 1: y, 2: z)

  • color (tuple | None) – The color of the capsule

  • rot (tuple)

  • parent_body (str | None)

  • is_template (bool)

render_cone(name, pos, rot, radius, half_height, parent_body=None, is_template=False, up_axis=1, color=None)[source]

Add a cone for visualization

Parameters:
  • pos (tuple) – The position of the cone

  • radius (float) – The radius of the cone

  • half_height (float) – The half height of the cone

  • name (str) – A name for the USD prim on the stage

  • up_axis (int) – The axis of the cone that points up (0: x, 1: y, 2: z)

  • color (tuple | None) – The color of the cone

  • rot (tuple)

  • parent_body (str | None)

  • is_template (bool)

render_box(name, pos, rot, extents, parent_body=None, is_template=False, color=None)[source]

Add a box for visualization

Parameters:
  • pos (tuple) – The position of the box

  • extents (tuple) – The extents of the box

  • name (str) – A name for the USD prim on the stage

  • color (tuple | None) – The color of the box

  • rot (tuple)

  • parent_body (str | None)

  • is_template (bool)

render_mesh(name, points, indices, colors=None, pos=(0.0, 0.0, 0.0), rot=(0.0, 0.0, 0.0, 1.0), scale=(1.0, 1.0, 1.0), update_topology=False, parent_body=None, is_template=False, smooth_shading=True)[source]

Add a mesh for visualization

Parameters:
  • points – The points of the mesh

  • indices – The indices of the mesh

  • colors – The colors of the mesh

  • pos – The position of the mesh

  • rot – The rotation of the mesh

  • scale – The scale of the mesh

  • name (str) – A name for the USD prim on the stage

  • smooth_shading (bool) – Whether to average face normals at each vertex or introduce additional vertices for each face

  • parent_body (str | None)

  • is_template (bool)

render_arrow(name, pos, rot, base_radius, base_height, cap_radius=None, cap_height=None, parent_body=None, is_template=False, up_axis=1, color=None)[source]

Add a arrow for visualization

Parameters:
  • pos (tuple) – The position of the arrow

  • base_radius (float) – The radius of the cylindrical base of the arrow

  • base_height (float) – The height of the cylindrical base of the arrow

  • cap_radius (float | None) – The radius of the conical cap of the arrow

  • cap_height (float | None) – The height of the conical cap of the arrow

  • name (str) – A name for the USD prim on the stage

  • up_axis (int) – The axis of the arrow that points up (0: x, 1: y, 2: z)

  • rot (tuple)

  • parent_body (str | None)

  • is_template (bool)

  • color (Tuple[float, float, float] | None)

render_ref(name, path, pos, rot, scale, color=None)[source]

Create a reference (instance) with the given name to the given path.

Parameters:
render_points(name, points, radius, colors=None)[source]

Add a set of points

Parameters:
  • points – The points to render

  • radius – The radius of the points (scalar or list)

  • colors – The colors of the points

  • name (str) – A name for the USD prim on the stage

render_line_list(name, vertices, indices, color=None, radius=0.01)[source]

Add a line list as a set of capsules

Parameters:
  • vertices – The vertices of the line-list

  • indices – The indices of the line-list

  • color (tuple | None) – The color of the line

  • radius (float) – The radius of the line

  • name (str)

render_line_strip(name, vertices, color=None, radius=0.01)[source]

Add a line strip as a set of capsules

Parameters:
  • vertices – The vertices of the line-strip

  • color (tuple | None) – The color of the line

  • radius (float) – The radius of the line

  • name (str)

update_shape_vertices(shape, points)[source]

Simulation Renderers

Based on these renderers from warp.render, the SimRendererUsd (which equals SimRenderer) and SimRendererOpenGL classes from warp.sim.render are derived to populate the renderers directly from warp.sim.ModelBuilder scenes and update them from warp.sim.State objects.

warp.sim.render.SimRendererUsd[source]

alias of SimRenderer

warp.sim.render.SimRendererOpenGL[source]

alias of SimRenderer

CUDA Graphics Interface

Warp provides a CUDA graphics interface that allows you to access OpenGL buffers from CUDA kernels. This is useful for manipulating OpenGL array buffers without having to copy them back and forth between the CPU and GPU.

See the CUDA documentation on OpenGL Interoperability for more information.

class warp.context.RegisteredGLBuffer(*args, **kwargs)[source]

Helper class to register a GL buffer with CUDA so that it can be mapped to a Warp array.

Example usage:

import warp as wp
import numpy as np
from pyglet.gl import *

wp.init()

# create a GL buffer
gl_buffer_id = GLuint()
glGenBuffers(1, gl_buffer_id)

# copy some data to the GL buffer
glBindBuffer(GL_ARRAY_BUFFER, gl_buffer_id)
gl_data = np.arange(1024, dtype=np.float32)
glBufferData(GL_ARRAY_BUFFER, gl_data.nbytes, gl_data.ctypes.data, GL_DYNAMIC_DRAW)
glBindBuffer(GL_ARRAY_BUFFER, 0)

# register the GL buffer with CUDA
cuda_gl_buffer = wp.RegisteredGLBuffer(gl_buffer_id)

# map the GL buffer to a Warp array
arr = cuda_gl_buffer.map(dtype=wp.float32, shape=(1024,))
# launch a Warp kernel to manipulate or read the array
wp.launch(my_kernel, dim=1024, inputs=[arr])
# unmap the GL buffer
cuda_gl_buffer.unmap()
NONE = 0

Flag that specifies no hints about how this resource will be used. It is therefore assumed that this resource will be read from and written to by CUDA. This is the default value.

READ_ONLY = 1

Flag that specifies that CUDA will not write to this resource.

WRITE_DISCARD = 2

Flag that specifies that CUDA will not read from this resource and will write over the entire contents of the resource, so none of the data previously stored in the resource will be preserved.

__init__(gl_buffer_id, device=None, flags=NONE, fallback_to_copy=True)[source]
Parameters:
  • gl_buffer_id (int) – The OpenGL buffer id (GLuint).

  • device (Device | str | None) – The device to register the buffer with. If None, the current device will be used.

  • flags (int) – A combination of the flags constants NONE, READ_ONLY, and WRITE_DISCARD.

  • fallback_to_copy (bool) – If True and CUDA/OpenGL interop is not available, fall back to copy operations between the Warp array and the OpenGL buffer. Otherwise, a RuntimeError will be raised.

Note

The fallback_to_copy option (to use copy operations if CUDA graphics interop functionality is not available) requires pyglet version 2.0 or later. Install via pip install pyglet==2.*.

map(dtype, shape)[source]

Map the OpenGL buffer to a Warp array.

Parameters:
  • dtype – The type of each element in the array.

  • shape – The shape of the array.

Returns:

A Warp array object representing the mapped OpenGL buffer.

Return type:

array

unmap()[source]

Unmap the OpenGL buffer.